VERSIÓ 1.3
- [NEW] shader.init(), shader.enable i shader.disable - [NEW] Deixe els shaders de Lynx i GBC de exemple. - [NEW] file_getfilebuffer() ara soporta un tercer paràmetre opcional, per a 'zeroterminar' el buffer per si es un arxiu de text.
This commit is contained in:
55
jshader.cpp
55
jshader.cpp
@@ -24,7 +24,8 @@ namespace shader
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SDL_Texture* backBuffer = nullptr;
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SDL_Point win_size = {640, 480};
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SDL_FPoint tex_size = {320, 240};
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bool usingOpenGL;
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bool can_use_opengl = false;
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bool using_opengl = false;
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GLuint texture_number;
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GLuint nose;
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@@ -40,11 +41,13 @@ namespace shader
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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bool initGLExtensions() {
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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@@ -55,16 +58,18 @@ namespace shader
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glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
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glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
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glUseProgram;
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glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv &&
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glGetProgramInfoLog && glUseProgram && glGetUniformLocation;
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}
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#endif
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@@ -92,6 +97,7 @@ namespace shader
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GLchar *log = (GLchar*)malloc(logLength);
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glGetShaderInfoLog(result, logLength, &logLength, log);
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std::cout << "Shader compile log:" << log << std::endl;
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//std::cout << source << std::endl;
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free(log);
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}
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glDeleteShader(result);
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@@ -105,7 +111,9 @@ namespace shader
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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if (programId != 0) glDeleteProgram(programId);
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programId = glCreateProgram();
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vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER);
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@@ -161,25 +169,36 @@ namespace shader
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if(!strncmp(renderer_name, "opengl", 6)) {
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#ifndef __APPLE__
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if (!initGLExtensions()) {
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std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
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usingOpenGL = false;
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return false;
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static bool gl_extensions_initialized = false;
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if (!gl_extensions_initialized) {
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if (!initGLExtensions()) {
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std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
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can_use_opengl = false;
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return false;
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}
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gl_extensions_initialized = true;
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}
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#endif
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// Compilar el shader y dejarlo listo para usar.
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if (!vertexShader) {
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can_use_opengl = false;
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return false;
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}
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programId = compileProgram(vertexShader, fragmentShader);
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} else {
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std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
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usingOpenGL = false;
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can_use_opengl = false;
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return false;
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}
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usingOpenGL = true;
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can_use_opengl = true;
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return true;
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}
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unsigned char pixels[512*240*4];
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void enable() { if (can_use_opengl) using_opengl = true; }
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void disable() { using_opengl = false; }
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void render()
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{
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SDL_FlushRenderer(renderer);
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@@ -188,7 +207,7 @@ namespace shader
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SDL_RenderClear(renderer);
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SDL_FlushRenderer(renderer);
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if (usingOpenGL)
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if (using_opengl)
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{
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GLint oldProgramId;
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if (programId != 0)
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@@ -206,16 +225,16 @@ namespace shader
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//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, ¶m);
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//printf("tex width: %i\n", param);
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glViewport(0, 0, win_size.x, win_size.y);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(0.0f, 0.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(tex_size.x, 0.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(0.0f, tex_size.y);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(tex_size.x, tex_size.y);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(tex_size.x, 0.0f);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(0.0f, tex_size.y);
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glVertex2f(-1.0f, 1.0f);
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glTexCoord2f(tex_size.x, tex_size.y);
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glVertex2f(1.0f, 1.0f);
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glEnd();
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SDL_GL_SwapWindow(win);
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